Unit Testing Your iPhone SDK App - setting up for debugging
November 22nd, 2008 RustyWhen I read Apple’s article, I found it to be completely invalid. This article is at least accurate. However, assumptions are made that you know what they hell they are talking about. This post helped me quite a bit to understand what that “.gdbinit” file is and how to fix my mistyped “echo ” >> .gdbinit”Moving on, then…If you are a ruby fan, Dr. Nic rocks the down under. I started with this but tried to organize my class directory structure and messed up compatibility. Additionally, I am learning ruby so this was stacking a learning curve on top of a learning curve which created some sort of twisted double helix inverted unto itself. So for the less skilled who want everything in a single esoteric language (Obj c), XCode ships with OCUnit. Unfortunately, setting it up is similar in complexity to cloning hairless cats in the presence of a pitbull so there is a nice helper project from, who else, google.I had a couple of confusing points (more than usual) so I will share for other noob’s benefit.read wiki tutorial: iPhoneUnitTesting Where the HELL is the build log?
Successful… Wonderful. WTF is the build log? Click on the word “Successful” down thar at the bottom of the project window and you’ll get
Hmm, still no “build log”…Hey! That bar between the Editor and the Overview has some buttons. Start mashing those maybe?
There’s our huckleberry!Now you see this:
And there’s the line I was looking for: Executed 0 tests, with 0 failures (0 unexpected) in 0.001 (0.001) secondsTwice, no less!Awesome… Two days lost trying to set up testing but that will be earned back ten fold as this app moves from learning experience with relatively exciting product to truly engaging, innovative exploitation of revolutionary technology�